BoA rules 1-4. Part 4: Battle mechanic (1 of 2)
Posted: Wed Mar 08, 2006 5:43 pm
4 - Combat mechanic, part 1 of 2.
This is a biggy, so this will be publied in several parts.
The Battle Engine will be called BE hereafter.
Who fights?
One of the first step calculated by the BE is: what armies are fighting initially, and which ones are not fighting. This is determined by the posture of the various armies and where they are in the region (out of a structure or inside).
The first armies to fight are the ones in Assault/Offensive posture, outside the structure. There are several priority criterias, for example non moving armies are choosen first, and then whose which are not too "busy" (already fighting).
If there is not enough opponent armies on offense, then defense, then the passive ones will be picked.
A note on defensive armies: If one of your defensive armies is picked, then all others are commited (they do not engage themselves one by one), for a given region sub-location (outside structure or inside). This can lead to a multi-round commitment though, where at first only your army on offensive fight, and then if you are overwhelmed your defensive ones join battle.
If there is no opponent outside the structure, and you have an army on assault, then the same process is used, but you will be fighting inside.
Who retreats?
Now that we know who will exchange blows, then we have sufficient information to have the BE decide if one side wants to retreat. This is done at the faction level, but each army, if the retreat is decided, will have to make a successful retreat roll to end the battle.
So there is a 2-steps process here:
a) Decide if a faction wants to retreat: This is determined by the ratio of power of the fighting armies, modified by the aggressiveness of the Commander in Chief (the highest ranking, most senior leader of a side), and if some entranchements are set.
b) if the faction wants to retreat, then each army will roll for a retreat, the dice being modified by various parameters (how big or sneaky is the army, if you have some cavalry, if the opponent has some, etc.)
On to the battle!
Ok time, to actually fight. Well not yet... Before starting an hour of battle, the BE will pick a subset of your unit to actually fight. Why a subset? Because you can’t really expect to have 70.000 men actually fighting on a beach if you land, or assaulting at the same time a fort, or even firing in a dense forest. This is where the Terrains Contingencies kick in!
Terrains Contingencies
Some examples:
9 regiments of regular can fight at the same time in clear terrain. Add to that a bonus for each point the Commander of the army has (either in offensive or in defensive, depending of the posture chosen) and another bonus based on the rank he has (so a 3 stars leader can always field a good amount of regiments in plains, even if he won't perform clever tactics!).
The 2 leaders bonus only apply on clear terrain.
The other terrains are simpler to deal with: there is only a TC amount to consider. Take wilderness for example: 3 regiments of regular will fight at a given time there (the elements will be rotated after each hour of battle, so you can wear off the enemy though), but 10+ indians tribes/rangers/partisans can be engaged (that's theoretical, you will have problem finding this number of units in your OOB, but it's to show that you can inflict very serious losses against an enemy in superior numbers, depending of the terrain).
If a unit is adequate to a terrain, few TC points will be used, so you can pile on more of them, or have some more room for costlier units (eg 3 indians tribes + 2 milicias).
Just use common sense, and it will work: dense terrains are not fit for regular units, but are the realms of lighter ones. A fort can't be assaulted by too many men at a given time, etc.
After this procedure, the BE will now actually start to make your units fight. But that will be the subject of the second part of the battle mechanic post.
3 - Military control
Each nation can exerts a military control over the regions. This control can be acquired from 2 sources:
a) by having military units in the region, without any enemy. The more the better. Cavalry and irregular are better at this job.
b) by gaining some ground when attacking an enemy in the region. The army must be on offensive stance for this gain to happen (and only if you take less losses compared to your opponent). This seldom happen in BoA, as this is not a front warfare, but the game engine can handle the case (the 2 armies facing each other at Boston can trigger this effect if one beat the other).
Military control of a region is a rather interesting bonus for a nation:
a) if you have 51% of better, you gain 2 detection points, even without units. You can spot regular units with this value (but dont think you will see the indians or rangers)
b) If you lack sufficient control, you will suffer from adverse effects, in special cases.
These special cases are:
1. you can’t retreat into a region with less than 5% military control. Blazing in enemy countryside can be lethal if you are defeated at some point of your campaign.
2. If you have 10% or less control, then if you land from a ship you are considered from landing on the beach against the enemy fire. Same thing happen if you cross a river and there is a battle: not enough control means not enough territory controled, which lead to a small bridgehead on the other side of the river: you will suffer from the crossing penalty.
=> Military control in BoA, with the options given by the various stances and the fact that a city is another compartment in the same province, try to capture the feeling that a region is not a monolithic block and that many things can happen in many way in it...
2 - Strategic Rating & activations
To simulate correctly some of the issues of the period, each leader has a strategic rating, from 1 (very poor) to 6 (very good). This strategic rating
is rolled each turn with a 6 sided dice. If the result is equal or lower to the Strat Rating, then the leader is active. You always know when you play your turn if the leader is active (bright envelope) or not (darkened envelope).
If the leader was potentially active the previous turn AND has not moved, he gets a -1 bonus toward his activation roll this turn.
A non activated leader can still move (this is to ease gameplay) but at 50% speed. he can’t switch to an assault/offensive posture, and can’t performs special orders (entranching, force march etc.). Basically he will only be able to move slowly some troops.
An active leader has no such restrictions.
Now it has to be understood that this is the leader who is not activated, not the troops under his command. If you detach from the army an activated leader with some troops, they can perform without restrictions.
Some other considerations:
Leaderless troops suffers from the -50% speed penalty and full combat penalty, as soon as one of the unit in the army need one command point (see below).
Naval leaders or embarked land leaders are always active. Naval fleet can have a delay in their order, depending on how good is the admiral.
Seniority:
The commanding leader of an army is not the best one available, its the highest ranked, most senior commander. See Gage (English side, 75 Campaign) in Boston for a bad leader in command!
Command Penalty:
Command Penalty is here to ensure that you can’t discard so easily the bad leaders... Because the game rules are set so that it is slightly better (can depends of circumstances true, if you really want to attack eg) to have an army with a bad leader, compared to an army with a good leader, undercommanded.
Each leader can command x units, that need command.
Units that need command are most of the regular regiments , artilleries and supplies. Indians, rangers, partisans, embarked land units, some naval units (privateers) dont need command point.
A one star leader provides 2 CP
A two stars leader provides 4 CP
A three stars leader provides 12 CP
if your leader can’t command all the army, then the troops will suffer from a command penalty: a reduction in speed, and an increasing percentage chance in combat to loose 1 Rate of Fire and have their initiative halved (you also keep 1 ROF though). Believe me, these penalties are dire: you fire second, and rarely!
Dont hesitate to comment (even on typos) or questions.
1 - The 3 additional roles of Supplies units
Supplies units can be seen as unimportant in many situations. This is because in areas where you controls cities or harbors, these structures are sufficient to resplesnish all units without using up the supply unit.
Not so in some severe conditions (advancing in hostiles regions without any control on nearby cities, in winter, mountain, etc.)
But supplies have usages beside providing with food & ammo. There is also 3 important additional roles for these slow wagons:
1. A supply unit with at least some ammo points remaining give a +10% offensive/defensive fire bonus to all units in battle.
2. A supply unit with at least some general supply points will prevent your troops from surrendering in case of siege.
3. A supply unit can absorb the hit points taken from bad weather by negating 1 hit point damage with an extra 5 supplies points usage (no limit on that, it can dry up your wagon!). Note that the message list the theorical hit points damages, without taking into account this special "supply shielding rule". You will see the difference in your army though
Thanks to all the forumers participating in the proof-reading.
This is a biggy, so this will be publied in several parts.
The Battle Engine will be called BE hereafter.
Who fights?
One of the first step calculated by the BE is: what armies are fighting initially, and which ones are not fighting. This is determined by the posture of the various armies and where they are in the region (out of a structure or inside).
The first armies to fight are the ones in Assault/Offensive posture, outside the structure. There are several priority criterias, for example non moving armies are choosen first, and then whose which are not too "busy" (already fighting).
If there is not enough opponent armies on offense, then defense, then the passive ones will be picked.
A note on defensive armies: If one of your defensive armies is picked, then all others are commited (they do not engage themselves one by one), for a given region sub-location (outside structure or inside). This can lead to a multi-round commitment though, where at first only your army on offensive fight, and then if you are overwhelmed your defensive ones join battle.
If there is no opponent outside the structure, and you have an army on assault, then the same process is used, but you will be fighting inside.
Who retreats?
Now that we know who will exchange blows, then we have sufficient information to have the BE decide if one side wants to retreat. This is done at the faction level, but each army, if the retreat is decided, will have to make a successful retreat roll to end the battle.
So there is a 2-steps process here:
a) Decide if a faction wants to retreat: This is determined by the ratio of power of the fighting armies, modified by the aggressiveness of the Commander in Chief (the highest ranking, most senior leader of a side), and if some entranchements are set.
b) if the faction wants to retreat, then each army will roll for a retreat, the dice being modified by various parameters (how big or sneaky is the army, if you have some cavalry, if the opponent has some, etc.)
On to the battle!
Ok time, to actually fight. Well not yet... Before starting an hour of battle, the BE will pick a subset of your unit to actually fight. Why a subset? Because you can’t really expect to have 70.000 men actually fighting on a beach if you land, or assaulting at the same time a fort, or even firing in a dense forest. This is where the Terrains Contingencies kick in!
Terrains Contingencies
Some examples:
9 regiments of regular can fight at the same time in clear terrain. Add to that a bonus for each point the Commander of the army has (either in offensive or in defensive, depending of the posture chosen) and another bonus based on the rank he has (so a 3 stars leader can always field a good amount of regiments in plains, even if he won't perform clever tactics!).
The 2 leaders bonus only apply on clear terrain.
The other terrains are simpler to deal with: there is only a TC amount to consider. Take wilderness for example: 3 regiments of regular will fight at a given time there (the elements will be rotated after each hour of battle, so you can wear off the enemy though), but 10+ indians tribes/rangers/partisans can be engaged (that's theoretical, you will have problem finding this number of units in your OOB, but it's to show that you can inflict very serious losses against an enemy in superior numbers, depending of the terrain).
If a unit is adequate to a terrain, few TC points will be used, so you can pile on more of them, or have some more room for costlier units (eg 3 indians tribes + 2 milicias).
Just use common sense, and it will work: dense terrains are not fit for regular units, but are the realms of lighter ones. A fort can't be assaulted by too many men at a given time, etc.
After this procedure, the BE will now actually start to make your units fight. But that will be the subject of the second part of the battle mechanic post.
3 - Military control
Each nation can exerts a military control over the regions. This control can be acquired from 2 sources:
a) by having military units in the region, without any enemy. The more the better. Cavalry and irregular are better at this job.
b) by gaining some ground when attacking an enemy in the region. The army must be on offensive stance for this gain to happen (and only if you take less losses compared to your opponent). This seldom happen in BoA, as this is not a front warfare, but the game engine can handle the case (the 2 armies facing each other at Boston can trigger this effect if one beat the other).
Military control of a region is a rather interesting bonus for a nation:
a) if you have 51% of better, you gain 2 detection points, even without units. You can spot regular units with this value (but dont think you will see the indians or rangers)
b) If you lack sufficient control, you will suffer from adverse effects, in special cases.
These special cases are:
1. you can’t retreat into a region with less than 5% military control. Blazing in enemy countryside can be lethal if you are defeated at some point of your campaign.
2. If you have 10% or less control, then if you land from a ship you are considered from landing on the beach against the enemy fire. Same thing happen if you cross a river and there is a battle: not enough control means not enough territory controled, which lead to a small bridgehead on the other side of the river: you will suffer from the crossing penalty.
=> Military control in BoA, with the options given by the various stances and the fact that a city is another compartment in the same province, try to capture the feeling that a region is not a monolithic block and that many things can happen in many way in it...
2 - Strategic Rating & activations
To simulate correctly some of the issues of the period, each leader has a strategic rating, from 1 (very poor) to 6 (very good). This strategic rating
is rolled each turn with a 6 sided dice. If the result is equal or lower to the Strat Rating, then the leader is active. You always know when you play your turn if the leader is active (bright envelope) or not (darkened envelope).
If the leader was potentially active the previous turn AND has not moved, he gets a -1 bonus toward his activation roll this turn.
A non activated leader can still move (this is to ease gameplay) but at 50% speed. he can’t switch to an assault/offensive posture, and can’t performs special orders (entranching, force march etc.). Basically he will only be able to move slowly some troops.
An active leader has no such restrictions.
Now it has to be understood that this is the leader who is not activated, not the troops under his command. If you detach from the army an activated leader with some troops, they can perform without restrictions.
Some other considerations:
Leaderless troops suffers from the -50% speed penalty and full combat penalty, as soon as one of the unit in the army need one command point (see below).
Naval leaders or embarked land leaders are always active. Naval fleet can have a delay in their order, depending on how good is the admiral.
Seniority:
The commanding leader of an army is not the best one available, its the highest ranked, most senior commander. See Gage (English side, 75 Campaign) in Boston for a bad leader in command!
Command Penalty:
Command Penalty is here to ensure that you can’t discard so easily the bad leaders... Because the game rules are set so that it is slightly better (can depends of circumstances true, if you really want to attack eg) to have an army with a bad leader, compared to an army with a good leader, undercommanded.
Each leader can command x units, that need command.
Units that need command are most of the regular regiments , artilleries and supplies. Indians, rangers, partisans, embarked land units, some naval units (privateers) dont need command point.
A one star leader provides 2 CP
A two stars leader provides 4 CP
A three stars leader provides 12 CP
if your leader can’t command all the army, then the troops will suffer from a command penalty: a reduction in speed, and an increasing percentage chance in combat to loose 1 Rate of Fire and have their initiative halved (you also keep 1 ROF though). Believe me, these penalties are dire: you fire second, and rarely!
Dont hesitate to comment (even on typos) or questions.
1 - The 3 additional roles of Supplies units
Supplies units can be seen as unimportant in many situations. This is because in areas where you controls cities or harbors, these structures are sufficient to resplesnish all units without using up the supply unit.
Not so in some severe conditions (advancing in hostiles regions without any control on nearby cities, in winter, mountain, etc.)
But supplies have usages beside providing with food & ammo. There is also 3 important additional roles for these slow wagons:
1. A supply unit with at least some ammo points remaining give a +10% offensive/defensive fire bonus to all units in battle.
2. A supply unit with at least some general supply points will prevent your troops from surrendering in case of siege.
3. A supply unit can absorb the hit points taken from bad weather by negating 1 hit point damage with an extra 5 supplies points usage (no limit on that, it can dry up your wagon!). Note that the message list the theorical hit points damages, without taking into account this special "supply shielding rule". You will see the difference in your army though
Thanks to all the forumers participating in the proof-reading.